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This exploration delves into the complex relationship between video games and societal behavior, examining how games can condition players through participation and reward systems, echoing military parallels. It questions the glorification of violence and sociopathic traits, while also discussing the artistic freedoms and political activism present in gaming culture. The paper addresses the evolution of gender representation, the economic implications of gaming models, and the transformative effects of technology on interaction and education, highlighting the blurred lines between game and life.
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Violence and Games:Behavioral Conditioning? • The On Killing argument: • Participation + Reward = Conditioning • Military Parallels • Glorification of Sociopaths? • Games as Free Expression • The Security/Freedom balance • Games get special protection as art? • Games as political activism: PETA
Violence and Games:The Number’s Game Department of Justice Crime Statistics 1972-2004 University of Chicago “Playing by the rules” 2001 Are the numbers the basis for belief, or the justification?
Women and Gaming • Negative • The Jiggle Effect • Damsel or Vindictive Sexpot • Anime Influence • Infantilization • Cartoonish Proportions • Positive • Frag Dolls? • Developed female leads • Mirror’s Edge • Half Life 2
Gaming Culture • Nerd is the new Jock • Consequences of a technology economy • Geek Chic • Legitimization of Gaming • Cultural Development • Internet connectivity • Artistic output • Modding • 8 Bit / Nerdcore • Political Activism
Economics • The new money • WoW gold farming • On-Line Credits • Xbox points • Commerce Models • Downloadable Content (DLC) • Pay for victory? • Console Marketplace / Valve • The death of retail?
The New Content • Game Builders and Engines • Torque • Source • Havok • Modding • Hardware modding • Level Maps / Gameplay? • Open Platforms • Flash • Mobile • iPhone/iPod touch • Google Android • Independent Consoles?
The New Experiance • Retinal Projection • Old-school VR is dead • Head Tracking • Eye Tracking • Holosonic sound
Games Changing Society • The Expectation of Interactivity? • Decline of static interaction • Educational Models • Behavioral training from a young age? • Better citizens / criminals? • Lifestyle integration • Game / Life line blurred • Extended real-world gameplay